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| Topic Started: Feb 15 2014, 07:38 AM (241,608 Views) | |
| HENDRIX | May 13 2017, 02:19 PM Post #1411 |
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Sorry but where is that from? I could not find such a file in my google drive.
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| boemboe | May 13 2017, 02:21 PM Post #1412 |
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In the solo section hentrixs |
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| HENDRIX | May 13 2017, 02:28 PM Post #1413 |
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Ah now I see it, it's an abandoned game prototype / test. |
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| boemboe | May 13 2017, 02:29 PM Post #1414 |
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O thanks for the info HENTRIX |
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| Denomon3144 | May 18 2017, 04:57 PM Post #1415 |
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Pick a god and pray!
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Zt1sprites.py isn't in the install file whenever I download it.
Edited by Denomon3144, May 18 2017, 04:57 PM.
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| HENDRIX | May 18 2017, 05:01 PM Post #1416 |
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Yeah it's now called __init__.py I have to adjust the readme Edited by HENDRIX, May 18 2017, 05:01 PM.
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| Anthracite | May 24 2017, 03:05 PM Post #1417 |
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God the nostalgia... thanks for making me feel old >.< |
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| HENDRIX | Jun 8 2017, 02:12 AM Post #1418 |
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All of EE and ZTABC has been updated with better biome choices and some more show animals, thanks to Denomon3144! |
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| Zoker. | Jul 25 2017, 06:37 PM Post #1419 |
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Zoker
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I have a question, with the BFB scripts, can I open BFB files? Or just export them? I tried to send you PM but he did not let me do it hahahaha I would like to know if you could answer some questions about the "PitSurfacePick" and the "Path.BFB" |
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| HENDRIX | Jul 26 2017, 02:52 AM Post #1420 |
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You can not open them but you can import them. Fitsurfacepick should work without any issues or manual modifications. |
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| Zoker. | Jul 26 2017, 07:23 PM Post #1421 |
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Zoker
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There I can edit the paths of animations of the objects? |
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| HENDRIX | Jul 27 2017, 02:47 AM Post #1422 |
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Fitsurface pick is just another layer of ground floor that you and other things can walk upon. If you want to create new docking animations, you don't really need a fitsurfacepick. Just add create the nodes and animate them as a BF file. Zeros and myself did it for the coendu shelter, the template might still exist. |
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| Zoker. | Jul 27 2017, 03:51 AM Post #1423 |
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Zoker
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Oh! If my friend, I know, You answered the question I had about the PitSurfacePick, but my last question had nothing to do with the PitSurfacePick, hahaha. It was only about the docking animations, the problem is that I do not know how to animate, should they do the same as an animal? Or is different the creation of animation, since starting with the design I wanted to learn that, but unfortunately no one knew how to teach me or help me to create them. Zeros is a very good friend of mine, and Spanish-speaking too, it's very easy to talk to him, but he did not have time to teach myself, my only alternative was you, but then I get the news that you withdraw, you break my heart DM, hahahaha |
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| HENDRIX | Jul 27 2017, 05:35 AM Post #1424 |
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I'm still around for "technical support" on this sort of cutting-edge problems. So, I found the shelter anim template, this is it: https://drive.google.com/file/d/0B442QuWePTBnbU1wUnNuM1prRUE/view?usp=sharing It was made with blender 2.49 and for that it had the correct node orientations. If you try to export from 2.78 (current version), it might get the orientations wrong as the animation handling systems are not fully compatible. Basically, there are 4 animations at the left, each representing either the entering or exiting movement of the animal. The yellow-blue pivot thing is the node, we took the visualization from those TAP models because it makes it much easier to understand the movement's axes. Simple version: delete the old keyframes, go to frame X, pose it, add new keyframes, repeat until it moves as you want it, export. If you wanted to do it really well, you'd create a curve/path object and then have the node follow that, and finally bake its movement. (In fact it might be possible to use paths only as docking anim visualisations, maybe I'll get around to implementing that at some point). Then you got your BF animations, just code a BFM for them, the model used there can be the original model and does not need the extra nodes. You will then have to adjust the TXTKEYS files, which tell the game when to play which macro. Those macros in turn are listed in the animal's main XML, and basically they allow you to generalize things. Think of the macros as translations of general instructions into specific commands. Example: the macro is called "climby" or something (no clue why they tend to add those Ys at the end, probably to make it obviously a macro). Say animal a has the animation "Climb_Ahead", but animal b lacks that. Instead b has "Walk_Ahead", so the macro climby will allow each animal that has the macro to use the shelter with the same shelter code. The shelter says "climby!", the animal gets that and then goes "Object said 'climby', so I will have to play the anim Walk_Ahead". So don't invent new macros but use what's already there. And I think that's all there is to it really. As always, modify one thing at a time only. Start with a working template (like the coendu shelter), and just replace one animation with a modified version. If that works and docks correctly, alter its TEXTKEYS to make the animal do different things while the animation plays. And only continue if what you wanted to edit had the desired effect. |
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| Thom | Jul 27 2017, 08:05 AM Post #1425 |
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Master Of Quack Fu
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Thanks a lot for this template! I always wanted to create new TAP animations but I never knew how to start. This will make things much easier
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